Linking real world activities with a parallel reality game

ABSTRACT

Systems and methods for linking real world activity, such as real world commercial activity or real world data collection activity, with a location-based parallel reality game are provided. In particular, a game server hosting a parallel reality game can modify, update, or add to game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game linked with real world activity in the real world. The game features can be linked with activities in the real world such that player actions associated with the game features in the virtual world can lead to or encourage activity in the real world, such as commercial activity and/or data collection activity in the real world.

PRIORITY CLAIMS

This application is a continuation of U.S. patent application Ser. No.13/955,080, filed in Jul. 31, 2013, which claims the benefit of priorityof U.S. Provisional Patent Application 61/677,522, filed on Jul. 31,2012. Each of the applications is incorporated herein by reference.

FIELD

The present disclosure relates generally to location-based gaming, andmore particularly, to a system and method for linking real worldactivity, such as commercial activity and/or data collection activity,with a location-based parallel reality game.

BACKGROUND

Computer-based and/or electronic gaming systems are known that provide ashared virtual environment for many players to interact in a virtualworld. With increased availability and connectivity to the Internet,many players from all over the world can interact in the virtualenvironment and perform various game objectives. Such gaming systemstypically do not have a virtual world geography that parallels the realworld. Location-based games use the real world as their geography. Somelocation-based games add virtual locations on a map that parallels thereal world geography. Such games, however, are typically focused on realworld objectives. These games typically do not include a virtual worldthat parallels the real world and that acts as a virtual gameenvironment in which many players can interact and perform various gameobjectives in the parallel virtual world by navigating and performingactions in the real world.

A parallel reality game providing a shared virtual world that parallelsat least a portion of the real world can host a variety of interactionsthat can attract a community of players. Providing a virtual world witha geography that parallels at least a portion of the real world allowsplayers to navigate the virtual world by navigating the real world.Linking virtual elements in the virtual environment with real worldobjects, locations, and actions in the real world can encourage playersto travel to and notice features in the real world that the playerswould normally ignore. Providing virtual elements in the same locationin the virtual world as their counterpart real world objects and/orlocations in the real world increases the feeling that virtual elementsare hidden parts of the real world.

A parallel reality game can include game features that encourage playersto interact in the virtual world, such as through social interactionswith other players in the virtual world and through various gameobjectives in the virtual world. Certain game features can be providedto more closely link the parallel virtual world with the real world.

SUMMARY

Aspects and advantages of embodiments of the invention will be set forthin part in the following description, or may be obvious from thedescription, or may be learned through practice of the embodiments.

One exemplary aspect of the present disclosure is directed to acomputer-implemented method of providing a parallel reality game. Themethod includes hosting, at a game server, a parallel reality game, theparallel reality game having a virtual world with a geography thatparallels at least a portion of the geography of the real world suchthat a player can navigate the virtual world by moving to differentgeographic locations in the real world. The method includes modify gamedata to include a game feature in the parallel reality game. The gamefeature is linked with a real world activity, such as a commercialactivity in the real world or a data collection activity in the realworld. The method further includes receiving data associated with aplayer interaction with the game feature, and modifying one or more gameelements associated with the virtual world based on the playerinteraction.

Other exemplary implementations of the present disclosure are directedto systems, apparatus, non-transitory computer-readable media, devices,and user interfaces for linking real world activity with alocation-based parallel reality game.

These and other features, aspects and advantages of various embodimentswill become better understood with reference to the followingdescription and appended claims. The accompanying drawings, which areincorporated in and constitute a part of this specification, illustrateembodiments of the invention and, together with the description, serveto explain the related principles.

BRIEF DESCRIPTION OF THE DRAWINGS

Detailed discussion of embodiments directed to one of ordinary skill inthe art are set forth in the specification, which makes reference to theappended figures, in which:

FIG. 1 depicts an exemplary computer-based system for implementing alocation-based game according to an exemplary embodiment of the presentdisclosure;

FIG. 2 depicts a representation of a virtual world having a geographythat parallels the real world;

FIG. 3 depicts an exemplary game interface of a location-based gameaccording to an exemplary embodiment of the present disclosure;

FIG. 4 depicts a server-client flow diagram of an exemplary method forlinking real world activity with a location-based parallel reality gameaccording to an exemplary embodiment of the present disclosure;

FIG. 5 depicts a flow diagram of an exemplary method for linkingcommercial activity with a location-based parallel reality gameaccording to an exemplary embodiment of the present disclosure; and

FIG. 6 depicts a flow diagram of an exemplary method for linking datacollection activity with a location-based parallel reality gameaccording to an exemplary embodiment of the present disclosure.

DETAILED DESCRIPTION

Reference now will be made in detail to embodiments of the invention,one or more examples of which are illustrated in the drawings. Eachexample is provided by way of explanation of the embodiments, notlimitation of the invention. In fact, it will be apparent to thoseskilled in the art that various modifications and variations can be madeto the embodiments without departing from the scope or spirit of theinvention. For instance, features illustrated or described as part ofone embodiment can be used with another embodiment to yield a stillfurther embodiment. Thus, it is intended that aspects of the presentdisclosure cover such modifications and variations.

Overview

Generally, the present disclosure is directed to a computer-based systemand method for linking real world activity, such as real worldcommercial activity and/or real world data collection activity, with alocation-based parallel reality game. In particular, a game serverhosting a parallel reality game can modify, update, or add to game datastored in a game database associated with the parallel reality game toinclude certain game features in the parallel reality game. The gamefeatures can be linked with commercial activity and/or data collectionactivity in the real world. For instance, the game features can belinked with activities in the real world such that player actionsassociated with the game features in the virtual world can lead to orencourage commercial activity and/or data collection activity in thereal world. Linking a location-based parallel reality game with realworld activity according to aspects of the present disclosure can have atechnical effect of providing for the efficient and improved selectionof a virtual game features associated with real world activity tofurther enhance the link between the parallel virtual world and the realworld in the game.

More particularly, a game server can host a location-based parallelreality game having a player gaming area that includes a virtualenvironment with a geography that parallels at least a portion of thereal world geography. Players can navigate a range of coordinatesdefining a virtual space in the virtual world by navigating a range ofgeographic coordinates in the real world. In particular, the positionsof players can be monitored or tracked using, for instance, apositioning system (e.g. a GPS system) associated with a player's mobiledevice. Player position information can be provided to a game serverhosting the parallel reality game over a network and can be used by thegame server hosting the parallel reality game to update player locationsin the virtual world. As a result, as the player continuously movesabout in a range of coordinates in the real world, the player alsocontinuously moves about in a range of coordinates in the parallelvirtual world.

The virtual world can include one or more virtual elements that arelinked with real world landmarks/locations. For instance, the virtualworld can include various virtual elements associated with landmarks,museums, works of art, libraries, or other areas of interest in the realworld. The virtual elements linked with real world landmarks/locationscan provide the illusion that the virtual world is a hidden dimension ofthe real world that a player can interact with by playing the parallelreality game. For instance, as players navigate geographic coordinatesin the real world, the players can discover and interact with virtualelements provided in the parallel virtual world. Various game objectivescan require players to interact with these virtual elements as part ofthe location-based game.

A location-based parallel reality game necessarily includes a linkbetween the real world and the parallel virtual world. To improve thelink between the real world and the parallel virtual world, certain gamefeatures can be linked with real world activity, such as real worldcommercial activity and/or real world data collection activity, toenhance the impact actions in the virtual world have on actions in thereal world and vice versa, improving the user experience in the parallelreality game.

According to one exemplary embodiment of the present disclosure, gamefeatures linked with commercial activity in the real world can beincluded in the parallel reality game such that player actions whileplaying the parallel reality game can encourage or incentivizecommercial activity in the real world. Sponsors, advertises, businesses,and other entities can request certain game features to be included inthe parallel reality game to increase the exposure of the business orother entity to players of the parallel reality game.

For instance, a sponsor, business or other entity can provide a requestto a game server hosting a parallel reality game over a networkrequesting that certain game features linked with commercial activity inthe real world be added to the parallel reality game. The game servercan analyze the request and determine whether to add the requested gamefeatures to the game. Once the game server determines to add aparticular game feature to the parallel reality game, the game servercan modify, update, or add game data to a game database associated withthe parallel reality game to include the game feature. The game servercan then host or provide access to the parallel reality game with therequested game feature to a plurality of players of the parallel realitygame.

As one example, entities can attract customers to their real worldlocations by requesting that virtual elements or other game features belocated at a location in the virtual world corresponding to a locationof commercial activity associated with the entity in the real world.These virtual elements or game features can be designed within thevirtual world to be beneficial or necessary to visit to achieve certaingame objectives or achievements within the parallel reality game. As aresult, sponsors and other entities can attract customers to their realworld locations by requesting and arranging for certain virtual elementsto be located at particular locations within the parallel reality game.

As another example, a business or other entity that desires to increaseits visibility to customers can arrange for game features to be linkedto the real world purchase of merchandise or services. For instance, thepurchase of a particular item or service in the real world can be linkedwith enhanced powers, hidden game features or game objectives, or otheritems/events that are valuable in the virtual world. This gives playersof the parallel reality game an incentive to visit the business or otherentity, to purchase the item or service, and to talk about theirexperience with friends and other players of the parallel reality game.

As yet another example, the parallel reality game can include a rewardsmodule that is configured to distribute coupons, vouchers, or otherrewards useful in the real world to players of the parallel reality gamethat reach certain achievements or complete certain game objectiveswithin the virtual world. For instance, a business or other entity canarrange for a coupon, discount, voucher, or other reward associated withthe business to be distributed to players upon the completion of certaingame tasks or game objectives. This can encourage commercial activity inthe real world using the coupon, discount, voucher, or other rewardbased on player action in the parallel virtual world.

As still yet another example, a sponsor or other entity can arrange forthe tagging or branding of certain virtual items, virtual locations, orother virtual elements in the virtual world. These branded elements canincrease the visibility of the sponsor or other entity to players of thegame. If the branded elements are valuable or powerful within thelocation based game, word about the branded elements can spread virallyamong players of the game, providing increased visibility to the sponsoror other entity.

According to another exemplary embodiment of the present disclosure, theparallel reality game can include game features that are linked withdata collection activities in the real world. The game features can bedirectly linked with a data collection activity or indirectly linkedwith a data collection activity. The data collected by the player as aresult of performing the data collection activity can be in the form ofa photograph, a sound recording, textual information, or other suitabledata (e.g. the location of WiFi hotspots, Bluetooth connections, etc.).The collected information can be sent to the game server which cananalyze and use the data to improve data associated with the real world.The improved data can then be made available for access by variousplatforms, such as search engines, encyclopedias, geographic informationsystems (e.g. maps services, virtual globe services, etc.) and otherplatforms.

An exemplary game feature directly linked with data collection activitycan include a game objective or task in the virtual world that involvesacquiring information about the real world and providing thisinformation as a condition for completion of the game objective. Forexample, a game objective associated with a virtual element can requirea player to take a photograph of a particular landmark, art object,store front, or other feature located in the real world at a locationcorresponding to the location of a virtual element. In return forcompleting the game objective, the player can receive a suitable reward,such as a virtual reward suitable for use in the virtual world or areward suitable for use in the real world. For instance, the reward canbe in the form of virtual items/energy/currency or other virtualelements. The reward can also include enabling some element of game play(e.g. hidden tasks/items, power ups, enhanced powers) that may not beavailable to other players that do not interact with the game feature.

An exemplary game feature indirectly linked with data collectionactivity can include placing virtual elements at particular locations inthe virtual world so that actions players take to interact with thevirtual elements indirectly reveal information about the real world. Forinstance, a virtual object can be located in the virtual world at alocation corresponding to a park, hiking area, or other locale. Bytracking player movements in the virtual world to navigate to thevirtual object, the game system can also track corresponding movementsin the real world, providing an indication of the location oftraversable paths in an the area.

As multiple players interact with the game feature linked with the datacollection activity, the accuracy and extent of collected dataassociated with the real world can be improved. For example, if multiplepeople take a picture of an art object or other feature, it is likelythat the photographs will be taken from different angles. Thesedifferent pictures can be assembled to a get a three-dimensional and/orpanoramic view (e.g. a street level image) of the art object or otherfeature that would not be possible with just a single photograph. Inaddition, by knowing a player's location in the real world at the timeof the data collection action, position data can be associated with thecollected data to further enrich the collected data.

Exemplary Location-Based Parallel Reality Gaming System

Exemplary computer-implemented location-based gaming systems accordingto exemplary embodiments of the present disclosure will now be setforth. The present subject matter will be discussed with reference to aparallel reality game. A parallel reality game is a location-based gamehaving a virtual world geography that parallels at least a portion ofthe real world geography such that player movement and actions in thereal world affect actions in the virtual world and vice versa. Those ofordinary skill in the art, using the disclosures provided herein, shouldunderstand that the subject matter of the present disclosure is equallyapplicable to other gaming systems. In addition, the inherentflexibility of computer-based systems allows for a great variety ofpossible configurations, combinations, and divisions of tasks andfunctionality between and among the components of the system. Forinstance, the systems and methods according to aspects of the presentdisclosure can be implemented using a single computing device or acrossmultiple computing devices.

FIG. 1 illustrates an exemplary computer-implemented location-basedgaming system 100 configured in accordance with an embodiment of thepresent disclosure. The location-based gaming system 100 provides forthe interaction of a plurality of players in a virtual world having ageography that parallels the real world. In particular, a geographicarea in the real world can be linked or mapped directly to acorresponding area in the virtual world. A player can move about in thevirtual world by moving to various geographic locations in the realworld. For instance, the system 100 can track a player's position in thereal world and update the player's position in the virtual world basedon the player's current position in the real world.

FIG. 2 depicts a conceptual diagram of a virtual world 210 thatparallels the real world 200 that can act as the game board for allplayers of a location-based game according to an exemplary embodiment ofthe present disclosure. As illustrated, the virtual world 210 caninclude a geography that parallels the geography of the real world 200.In particular, a range of coordinates defining a geographic area orspace in the real world 200 is mapped to a corresponding range ofcoordinates defining a virtual space in the virtual world 210. The rangeof coordinates in the real world 200 can be associated with a town,neighborhood, city, campus, locale, a country, continent, the entireglobe, or other geographic area. Each geographic coordinate in the rangeof geographic coordinates is mapped to a corresponding coordinate in avirtual space in the virtual world.

A player's position in the virtual world 210 corresponds to the player'sposition in the real world 200. For instance, the player A located atposition 212 in the real world 200 has a corresponding position 222 inthe virtual world 210. Similarly, the player B located at position 214in the real world has a corresponding position 224 in the virtual world.As the players move about in a range of geographic coordinates in thereal world, the players also move about in the range of coordinatesdefining the virtual space in the virtual world 210. In particular, apositioning system associated with a mobile device carried by the player(e.g. a GPS system) can be used to track a player's position as theplayer navigates the range of geographic coordinates in the real world.Data associated with the player's position in the real world 200 is usedto update the player's position in the corresponding range ofcoordinates defining the virtual space in the virtual world 210. In thismanner, players can navigate a continuous track in the range ofcoordinates defining the virtual space in the virtual world 210 bysimply traveling among the corresponding range of geographic coordinatesin the real world 200 without having to check in or periodically updatelocation information at specific discrete locations in the real world200.

The location-based game can include a plurality of game objectivesrequiring players to travel to and/or interact with various virtualelements and/or virtual objects scattered at various virtual locationsin the virtual world. A player can travel to these virtual locations bytraveling to the corresponding location of the virtual elements orobjects in the real world. For instance, a positioning system cancontinuously track the position of the player such that as the playercontinuously navigates the real world, the player also continuouslynavigates the parallel virtual world. The player can then interact withvarious virtual elements and/or objects at the specific location toachieve or perform one or more game objectives.

For example, referring to FIG. 2, a game objective can require playersto capture or claim ownership of virtual elements 230 located at variousvirtual locations in the virtual world 210. These virtual elements 230can be linked to landmarks, geographic locations, or objects 240 in thereal world 200. The real world landmarks or objects 240 can be works ofart, monuments, buildings, businesses, libraries, museums, or othersuitable real world landmarks or objects. To capture these virtualelements 230, a player must travel to the landmark or geographiclocation 240 linked to the virtual elements 230 in the real world andmust perform any necessary interactions with the virtual elements 230 inthe virtual world 210. For example, player A of FIG. 2 will have totravel to a landmark 240 in the real world 200 in order to interact withor capture a virtual element 230 linked with that particular landmark240. The interaction with the virtual element 230 can require action inthe real world, such as taking a photograph and/or verifying, obtaining,or capturing other information about the landmark or object 240associated with the virtual element 230.

Game objectives can require that players use one or more virtual itemsthat are collected by the players in the location-based game. Forinstance, the players may have to travel the virtual world seekingvirtual items (e.g. weapons or other items) that can be useful forcompleting game objectives. These virtual items can be found orcollected by traveling to different locations in the real world or bycompleting various actions in either the virtual world or the realworld. In the example shown in FIG. 2, a player uses virtual items 232to capture one or more virtual elements 230. In particular, a player candeploy virtual items 232 at locations in the virtual world 210 proximatethe virtual elements 230. Deploying one or more virtual items 232proximate a virtual element 230 can result in the capture of the virtualelement 230 for the particular player or for the team and/or faction ofthe particular player.

In one particular implementation, a player may have to gather virtualenergy as part of the location-based game. As depicted in FIG. 2,virtual energy 250 can be scattered at different locations in thevirtual world 210. A player can collect the virtual energy 250 bytraveling to the corresponding location of the virtual energy 250 in theactual world 200. The virtual energy 250 can be used to power virtualitems and/or to perform various game objectives in the game. A playerthat loses all virtual energy 250 can be disconnected from the game.

According to aspects of the present disclosure, the location-based gamecan be a massive multi-player location-based game where everyparticipant in the game shares the same virtual world. The players canbe divided into separate teams or factions and can work together toachieve one or more game objectives, such as to capture or claimownership of a virtual element. In this manner, the location-based gamecan intrinsically be a social game that encourages cooperation amongplayers within the game. Players from opposing teams can work againsteach other during the location-based game. A player can use virtualitems to attack or impede progress of players on opposing teams.

The location-based game can have various features to enhance andencourage game play within the location-based game. For instance,players can accumulate a virtual currency or other virtual reward thatcan be used throughout the game. Players can advance through variouslevels as the players complete one or more game objectives and gainexperience within the game. Players can communicate with one anotherthrough one or more communication interfaces provided in the game.Players can also obtain enhanced “powers” or virtual items that can beused to complete game objectives within the game. Those of ordinaryskill in the art, using the disclosures provided herein, shouldunderstand that various other game features can be included with thelocation-based game without deviating from the scope of the presentdisclosure.

Referring back FIG. 1, the computer-implemented location-based gamingsystem 100 will be discussed in more detail. The system 100 can includea client-server architecture, where a game server 110 communicates withone or more clients 120 over a network 130. Although one client 120 isillustrated in FIG. 1, any number of clients 120 can be connected to thegame server 110 over the network 130. The server 110 can host auniversal gaming module 112 that controls aspects of the location-basedgame for all players and receives and processes each player's input inthe location based game. On the client-side, each client 120 can includea gaming module 125 that operates as a gaming application so as toprovide a user with an interface to the system 100. The game server 110transmits game data over the network 130 to the client 120 for use bythe gaming module 125 at the client 120 to provide local versions of thegame to players at locations remote from the game server 110. The server110 can include a network interface for providing communications overthe network 130. A network interface can include any suitable componentsfor interfacing with one more networks, including for example,transmitters, receivers, ports, controllers, antennas, or other suitablecomponents.

It will be appreciated that the term “module” refers to computer logicutilized to provide desired functionality. Thus, a module can beimplemented in hardware, firmware and/or software controlling a generalpurpose processor. In one embodiment, the modules are program code filesstored on the storage device, loaded into memory and executed by aprocessor or can be provided from computer program products, for examplecomputer executable instructions, that are stored in a tangiblecomputer-readable storage medium such as RAM hard disk or optical ormagnetic media.

The game server 110 can be any computing device and can include one ormore processors and one or more computer-readable media. Thecomputer-readable media can store instructions which cause the processorto perform operations. The game server 110 can include or can be incommunication with a game database 115. The game database 115 storesgame data used in the location-based game to be served or provided tothe client(s) 120 over the network 130.

The game data stored in the game database 115 can include: (1) dataassociated with the virtual world in the location-based game (e.g.imagery data used to render the virtual world on a display device,geographic coordinates of locations in the virtual world, etc.); (2)data associated with players of the location-based game (e.g. playerinformation, player experience level, player currency, current playerpositions in the virtual world/real world, player energy level, playerpreferences, team information, faction information, etc.); (3) dataassociated with game objectives (e.g. data associated with current gameobjectives, status of game objectives, past game objectives, future gameobjectives, desired game objectives, etc.); (4) data associated virtualelements in the virtual world (e.g. positions of virtual elements, typesof virtual elements, game objectives associated with virtual elements;corresponding actual world position information for virtual elements;behavior of virtual elements, relevance of virtual elements etc.); (5)data associated with real world objects, landmarks, positions linked tovirtual world elements (e.g. location of real world objects/landmarks,description of real world objects/landmarks, relevance of virtualelements linked to real world objects, etc.); (6) Game status (e.g.current number of players, current status of game objectives, playerleaderboard, etc.); (7) data associated with player actions/input (e.g.current player positions, past player positions, player moves, playerinput, player queries, player communications, etc.); and (8) any otherdata used, related to, or obtained during implementation of thelocation-based game. The game data stored in the game database 115 canbe populated either offline or in real time by system administratorsand/or by data received from users/players of the system 100, such asfrom one or more clients 120 over the network 130.

The game server 110 can be configured to receive requests for game datafrom one or more clients 120 (for instance via remote procedure calls(RPCs)) and to respond to those requests via the network 130. Forinstance, the game server 110 can encode game data in one or more datafiles and provide the data files to the client 120. In addition, thegame server 110 can be configured to receive game data (e.g. playerpositions, player actions, player input, etc.) from one or more clients120 via the network 130. For instance, the client device 120 can beconfigured to periodically send player input and other updates to thegame server 110, which the game server 110 uses to update game data inthe game database 115 to reflect any and all changed conditions for thegame.

As illustrated, the game server 110 can include a universal game module112. The universal game module 112 hosts the location-based game for allplayers and acts as the authoritative source for the current status ofthe location-based game for all players. The universal game module 112receives game data from clients 120 (e.g. player input, player position,player actions, landmark information, etc.) and incorporates the gamedata received into the overall location-based game for all players ofthe location-based game. The universal game module 112 can also managethe delivery of game data to the clients 120 over the network 130.

As will be discussed in more detail below, the game server 110 canfurther include a commercial game feature module 114. The commercialgame feature module 114 can be separate from or a part of the universalgame module 112. The commercial game feature module 114 can manage theinclusion of various game features within the parallel reality game thatare linked with a commercial activity in the real world. For instance,the commercial game feature module 114 can receive requests fromsponsors/advertisers 140, businesses 150, or other entities over network130 (via a network interface) to include game features linked withcommercial activity in the parallel reality game. The commercial gamefeature module 114 can then arrange for the inclusion of these gamefeatures in the parallel reality game.

The game server 110 can further include a data collection module 116.The data collection module 116 can be separate from or a part of theuniversal game module 112. The data collection module 116 can manage theinclusion of various game features within the parallel reality game thatare linked with a data collection activity in the real world. Forinstance, the data collection module 116 can modify game data stored inthe game database 115 to include game features linked with datacollection activity in the parallel reality game. The data collectionmodule 116 can also analyze and data collected by players pursuant tothe data collection activity and provide the data for access by variousplatforms.

Other modules can be used with the game server 110. Any number ofmodules can be programmed or otherwise configured to carry out theserver-side functionality described herein. In addition, the variouscomponents on the server-side can be rearranged. For instance, the gamedatabase 115 can be integrated into the game server 110. Otherconfigurations will be apparent in light of this disclosure and thepresent disclosure is not intended to be limited to any particularconfiguration.

A client 120 can be any portable computing device that can be used by aplayer to interface with the gaming system 100. For instance, a client120 can be a wireless device, a personal digital assistant (PDA),portable gaming device, cellular phone, smart phone, tablet, navigationsystem, handheld GPS system, wearable computing device, a display havingone or more processors, or other such device. In short, a client 120 canbe any computer-device or system that can execute a gaming module 125 toallow a player to interact with the game system 100.

The client 120 can include one or more processors and one or morecomputer-readable media. The computer-readable media can storeinstructions which cause the processor to perform operations. The client120 can include various input/output devices for providing and receivinginformation from a player, such as a display screen, touch screen, touchpad, data entry keys, speakers, and/or a microphone suitable for voicerecognition. The client 120 can further include a network interface forproviding communications over the network 130. A network interface caninclude any suitable components for interfacing with one more networks,including for example, transmitters, receivers, ports, controllers,antennas, or other suitable components.

The gaming module 125 executed by the client 120 provides an interfacebetween a player and the location-based game. The gaming module 125 canpresent a user interface on a display device associated with the client120 that displays a virtual world (e.g. renders imagery of the virtualworld) associated with the game and allows a user to interact in thevirtual world to perform various game objectives. The gaming module 125can also control various other outputs to allow a player to interactwith the game without requiring the player to view a display screen. Forinstance, the gaming module 125 can control various audio, vibratory, orother notifications that allow the player to play the game withoutlooking at the display screen. The gaming module 125 can access gamedata received from the game server 110 to provide an accuraterepresentation of the game to the user. The gaming module 125 canreceive and process player input and provide updates to the game server110 over the network 130.

Because the gaming system 100 is for a location-based game, the client120 is preferably a portable computing device, such as a smartphone orother portable device, that can be easily carried or otherwisetransported with a player. A player can interact with the virtual worldsimply by carrying or transporting the client 120 in the actual world.The client 120 can include a positioning device 128 that monitors theposition of a player during game play. The positioning device 128 can beany device or circuitry for monitoring the position of the client 120.For example, the positioning device 128 can determine actual or relativeposition by using a satellite navigation positioning system (e.g. a GPSsystem, a Galileo positioning system, the GLObal Navigation satellitesystem (GLONASS), the BeiDou Satellite Navigation and Positioningsystem), an inertial navigation system, a dead reckoning system, basedon IP address, by using triangulation and/or proximity to cellulartowers or Wi-Fi hotspots, and/or other suitable techniques fordetermining position.

As the player moves around with the client 120 in the real world, thepositioning device 128 tracks the position of the player and providesthe player position information to the gaming module 125. The gamingmodule 125 updates the player position in the virtual world associatedwith the game based on the actual position of the player in the realworld. In particular, the location of the player in the virtual worldcan correspond to the location of the player in the real world. Thegaming module 125 can provide player position information to the gameserver 110 over the network 130 such that the universal gaming module112 keeps track of all player positions throughout the game. It shouldbe understood that location information associated with a player isutilized only if permission is granted after the player has beennotified that location information of the player is to be accessed andhow the location information is to be utilized in the context of thegame (e.g. to update player position in the virtual world). In addition,any location information associated with players will be stored andmaintained in a manner to protect player privacy.

The network 130 can be any type of communications network, such as alocal area network (e.g. intranet), wide area network (e.g. Internet),or some combination thereof. The network can also include a directconnection between a client 120 and the game server 110. In general,communication between the game server 110 and a client 120 can becarried via a network interface using any type of wired and/or wirelessconnection, using a variety of communication protocols (e.g. TCP/IP,HTTP, SMTP, FTP), encodings or formats (e.g. HTML, XML, JSON), and/orprotection schemes (e.g. VPN, secure HTTP, SSL).

The technology discussed herein makes reference to servers, databases,software applications, and other computer-based systems, as well asactions taken and information sent to and from such systems. One ofordinary skill in the art will recognize that the inherent flexibilityof computer-based systems allows for a great variety of possibleconfigurations, combinations, and divisions of tasks and functionalitybetween and among components. For instance, server processes discussedherein may be implemented using a single server or multiple serversworking in combination. Databases and applications may be implemented ona single system or distributed across multiple systems. Distributedcomponents may operate sequentially or in parallel.

In addition, in situations in which the systems and methods discussedherein access and analyze personal information about users, or make useof personal information, such as location information, the users may beprovided with an opportunity to control whether programs or featurescollect the information and control whether and/or how to receivecontent from the system or other application. No such information ordata is collected or used until the user has been provided meaningfulnotice of what information is to be collected and how the information isused. The information is not collected or used unless the user providesconsent, which can be revoked or modified by the user at any time. Thus,the user can have control over how information is collected about theuser and used by the application or system. In addition, certaininformation or data can be treated in one or more ways before it isstored or used, so that personally identifiable information is removed.For example, a user's identity may be treated so that no personallyidentifiable information can be determined for the user.

Exemplary Game Interface

FIG. 3 depicts one particular embodiment of a game interface 300 thatcan be presented on a display of a client 120 as part of the interfacebetween a player and the gaming system 100. The game interface 300includes a display window 310 that can be used to display the virtualworld 210 and various other aspects of the game, such as player position222 and the locations of virtual elements 230, virtual items 232 andvirtual energy 250 in the virtual world 210. The user interface 300 canalso display other information, such as game data information, gamecommunications, player information, and other information associatedwith the game. For example, the user interface can display playerinformation 315, such as player name, experience level and otherinformation. The user interface 300 can include a menu 320 for accessingvarious game settings and other information associated with the game.The user interface 300 can also include a communications interface 330that enables communications between the game system and the player andbetween one or more players of the location-based game.

According to aspects of the present disclosure, a player can interactwith the location-based game by simply carrying a client device aroundin the real world. For instance, a player can play the location-basedgame by simply accessing an application associated with the locationbased game on a smartphone and moving about in the real world with thesmartphone. In this regard, it is not necessary for the player tocontinuously view a visual representation of the virtual world on adisplay screen in order to play the location based game. As a result,the user interface 300 can include a plurality of non-visual elementsthat allow a user to interact with the game. For instance, the gameinterface can provide audible notifications to the player when theplayer is approaching a virtual element or object in the game or when animportant event happens in the location-based game. A player can controlthese audible notifications with audio control 340. Different types ofaudible notifications can be provided to the user depending on the typeof virtual element or event. The audible notification can increase ordecrease in frequency or volume depending on a player's proximity to avirtual element or object. Other non-visual notifications and signalscan be provided to the user, such as a vibratory notification or othersuitable notifications or signals.

Those of ordinary skill in the art, using the disclosures providedherein, should understand that numerous game interface configurationsand underlying functionalities will be apparent in light of thisdisclosure. The present disclosure is not intended to be limited to anyone particular configuration.

Exemplary Server-Client Flow Diagram

FIG. 4 depicts a client-server flow diagram of an exemplary method (400)for linking real world activity with a parallel reality game accordingto an exemplary embodiment of the present disclosure. The exemplarymethod (400) can be implemented using any suitable computing system,such as the client-server arrangement of the system 100 of FIG. 1. Inaddition, although FIG. 4 depicts steps performed in a particular orderfor purposes of illustration and discussion, the methods discussedherein are not limited to any particular order or arrangement. Oneskilled in the art, using the disclosures provided herein, willappreciate that various steps of the methods disclosed herein can beomitted, rearranged, combined, and/or adapted in various ways withoutdeviating from the scope of the present disclosure.

At (402), a server hosts the parallel reality game for a plurality ofclient devices. For instance, the game server 110 can host the parallelreality game for a plurality of client devices 120 over the network 130.Players can access the parallel reality game by communicating with thegame server 110 over the network 130 via one or more client devices 120.In this manner, the game server 110 acts as an authoritative source ofevents for the parallel reality game.

At (404), the server can modify game data associated with thelocation-based game to include a game feature linked with a real worldactivity in the game. For instance, the game server 110 can modify,update, or add game data to the game database 115 such that a gamefeature linked with a real world activity is included in theparallel-reality game. A game feature linked with a real world activitycan be any game feature designed to incentivize or encourage activity byplayers in the real world, including activities in the real world notdirectly related to the overall game objective for the parallel realitygame. In particular embodiments, the game feature linked with a realworld activity can be a game feature linked with a commercial activityin the real world or a game feature linked with a data collectionactivity in the real world. Exemplary game features linked with realworld activities, such as commercial activity in the real world and/ordata collection activity in the real world, will be discussed in moredetail below.

At (406), the server serves the parallel reality game, including thegame feature linked with the real world activity, to one or more clientdevices. For instance, the game server 110 serves the parallel realitygame, including the game feature linked with real world activity, to oneor more client devices 120 over the network 130. At (408), a clientdevice, such as client device 120, receives the game data from theserver including data associated with the game feature linked with thereal world activity. The client device then presents the parallelreality game, including the game feature linked with the real worldactivity to a player (410). For instance, a client device 120 candisplay a visual representation of the virtual world. The virtual worldcan include the game feature, such as a virtual element located at aspecific location in the virtual world to encourage or incentivizeplayer activity in the real world.

At (412), the client device includes receiving data associated withplayer interaction with the game feature. For instance, a client device120 can receive data as a result of a player action directed the gamefeature in the parallel reality game. The data associated with a playerinteraction can include data associated with a player navigating to alocation of a particular virtual element and interacting with thevirtual element. As another example, the data associated with a playerinteraction can include data associated with a player taking actions tocomplete a game objective or task. As another example, the dataassociated with a player interaction can include data associated with aplayer using a power up or other enhanced power provided to a player aspart of the game feature linked with the real world activity. At (414),the client device provides the data associated with player interactionwith the game feature to the server.

The data associated with the player interaction with the game featurecan be received at the server (416). For instance, the game server 110can receive the data associated with player interaction with the gamefeature from a client device 120 over the network 130. The server canthen modify one or more game elements in the parallel reality game basedon the data associated with the player interaction (418). For instance,the game server 110 can update game data stored in the game database 115associated with a player to record the player's interaction with thegame feature linked with the real world activity. In addition, theserver can update game data to provide a reward, such as a virtualreward suitable for use in the parallel reality game, for interactingwith the game feature linked with the real world activity. The virtualreward can include a virtual item, virtual energy, virtual currency,power up, enhanced power, experience points, or any other suitablereward.

Linking Commercial Activity with a Parallel Reality Game

FIG. 5 depicts a flow diagram of an exemplary method (500) for linkingcommercial activity with a parallel reality game according to anexemplary embodiment of the present disclosure. The exemplary method(500) can be implemented using any suitable computing device(s), such asthe game server 110 of FIG. 1. In addition, although FIG. 5 depictssteps performed in a particular order for purposes of illustration anddiscussion, the methods discussed herein are not limited to anyparticular order or arrangement. One skilled in the art, using thedisclosures provided herein, will appreciate that various steps of themethods disclosed herein can be omitted, rearranged, combined, and/oradapted in various ways without deviating from the scope of the presentdisclosure.

At (502), the method includes receiving a request for a game featurelinked with a commercial activity to be included in the parallel realitygame. The request can be for a game feature to be included in theparallel reality game that is linked with a commercial activity in thereal world, such as any game feature that can be used to increase orincentivize commercial activity in the real world. For instance, thegame feature can be the location of a virtual element in the virtualworld. In particular, the game feature can include locating a virtualelement in the virtual world at a location corresponding to the locationof a commercial activity in the real world to attract potentialcustomers to the location of the commercial activity. Alternatively, thegame feature can be linked with the purchase of an object or service inthe real world or can include providing a reward to a player that issuitable for use in a commercial transaction in the real world.

According to one aspect of the present disclosure, the request can bereceived from a remote computing device over a network. For instance, asshown in FIG. 1, sponsors/advertisers 140, businesses 150 or otherentities can provide request data to the game server 110 over thenetwork 130. The request data can include a request for a specific orgeneral game feature to be included in the game. The request data can besubmitted to the game server using a suitable user interface, such as aweb application hosted by the game server 110 or other computing devicein communication with the game server 110. The request can be part of anauction or other suitable format for submitting requests for features.

The request can also be provided to a manager, operator, or otherindividual associated with the parallel reality game. For instance, asponsor, advertiser, business, or other entity can interface directlywith an individual associated with the parallel reality game in person,over the telephone, by email, or through other communication interface.The individual associated with the parallel reality game can then formatthe request and provide the request data to a game server, such as gameserver 110, associated with the parallel reality game for processing andanalysis.

Once the request for a game feature linked with a commercial activity isreceived, the request can be analyzed to identify game features linkedwith the commercial activity as shown at (504) of FIG. 5. For example,the request can be analyzed to identify the number and type of gamefeatures included in the request. The requested game features can alsobe analyzed to determine whether the particular feature is suitable foraddition to the parallel reality game during a particular stage or phaseof the game.

For example, referring to FIG. 1, the commercial game feature module 114associated with game server 110 can analyze request data to identifysuitable game features to be included in the game. The commercial gamefeature module 114 can access predetermined criteria and compare therequest data to determine if the request data meets the predeterminedcriteria. The predetermined criteria can be directed to the format,content, or other attributes of the requested game feature or therequest data itself.

In a particular implementation, the commercial game feature module 114can periodically analyze all request data received and select whichparticular features to include at a particular stage or phase of theparallel reality game. For instance, the commercial game feature module114 can enforce a limit on the number of game features linked withcommercial activity that are included in the parallel reality game. Inthis manner, the commercial game feature module 114 can manage theinclusion of requested game features in the parallel reality game toprevent any requested game features from interfering with the overalltheme, objectives, or other attribute of the parallel reality game.

At (506) of FIG. 5, the method can include modifying, updating, oradding game data to include the requested game features. For instance,the commercial game feature module 114 can manage game data stored inthe game database 115 such that certain requested game features areincluded in the parallel reality game. Updating the game data caninclude, for instance, locating virtual elements at specified locationsin the virtual world, providing virtual items and/or enhanced powers tospecific players, associating tags or brands with virtual elements inthe virtual world, and/or implementing a reward engine to distributerewards suitable for commercial transactions in the real world toplayers that attain certain achievements or complete specified gameobjectives in the virtual world.

At (508), access to the parallel reality game with the requested gamefeature is provided to players of the parallel reality game. Forinstance, the game server 110 can host or provide access to the parallelreality game with the requested game feature to one or more clients 120over the network 130. The requested game feature can be provided to allplayers of the parallel reality game or to selected players of theparallel reality game.

In one implementation, the game feature can be accessed only by thoseplayers that are within a predefined radius surrounding the location ofthe commercial activity linked with the game feature in the real world.For instance, the game server 110 can continuously monitor the positionof players of the parallel reality game by receiving positioninformation from clients 120 over the network 130. Based on thisposition information, the game server 110 can identify players within apredefined radius of the commercial activity. The predefined radius canbe set to any magnitude. The game server 110 can provide access to thegame feature to only those players within the predefined radius.

At (510) the method can include receiving player interaction associatedwith game feature. The player interaction can include a suitableinteraction with the virtual element located in the virtual worldcorresponding to a location of commercial activity, the use of anenhanced power or virtual item obtained through commercial activity, orother suitable interaction. Player interaction with the game feature canbe monitored and tracked, for instance, by the game server 110. Thisinformation can be periodically provided to the sponsor or other entityrequesting the game feature to allow the sponsor or other entity totrack the value or effectiveness of the game feature in encouragingcommercial activity.

Exemplary Game Features Linked with Commercial Activity

Exemplary game features linked with commercial activity in the realworld will now be discussed in detail. While exemplary game featureswill be discussed for purposes of illustration and discussion, those ofordinary skill in the art, using the disclosures provided herein, shouldunderstand that the scope of the present disclosure includes any gamefeature of a parallel reality game that can be used to encourage,increase, or enhance commercial activity in the real world.

One exemplary game feature linked with commercial activity in the realworld includes locating a virtual element in the virtual world at alocation corresponding to the location of a commercial activity in thereal world. The virtual element can be any virtual element associatedwith the parallel reality game, such as a virtual element associatedwith a game objective, a virtual item used in the parallel reality game,virtual energy that can be collected as part of the parallel realitygame, or other suitable virtual element. One or more game objectives canbe associated with the virtual element to encourage players to interactwith the virtual element. To interact with the virtual element, playersof the parallel reality game will have to travel to the correspondinglocation of the virtual element in the real world. As a result, locatinga virtual element at a location in the virtual world corresponding tothe location of commercial activity in the real world can incentivizeplayers to travel to the location of the commercial activity in the realworld. This can increase exposure of a business and encourage commercialactivity at a particular business or other entity in the real world.

For example, referring to FIG. 1, a sponsor/advertiser 140, business150, or other entity can provide request data over network 130 to gameserver 110 associated with a request to locate a virtual element in thevirtual world at a location corresponding to the location of acommercial activity, such as a retail or other point of sale location,associated with the sponsor/advertiser 140, business 150, or otherentity. The commercial game feature module 114 can analyze the requestand update game data stored in the game database 115 to include thevirtual element in the virtual world at a location corresponding to thelocation of commercial activity in the real world. The commercial gamefeature module 114 can also identify players within a predefined radiusof the commercial activity in the real world based on positioninformation provided from clients 120 over the network 130. The gameserver 110 can then provide access to the parallel reality game with therequested game feature to the identified players. The players havingaccess to the game feature would be encouraged or incentivized to travelto the location of the commercial activity in the real world in order tointeract with the virtual element in the virtual world.

Another exemplary game feature linked with commercial activity in thereal world can include linking game features, game objectives, orvirtual items with the real world purchase of items or services. Inparticular, the purchase of the real world items/services can provideenhanced powers, access to hidden or locked game elements, virtualitems, virtual energy and/or other game features to a player. This canincentivize players to travel to the business or other entity in thereal world, purchase the item or service linked with the game feature,and spread word about the item or service among friends and otherplayers of the parallel reality game.

For example, referring to FIG. 1, a sponsor/advertiser 140, business 150or other entity can send request data to the game server 110 over thenetwork 130 requesting that a real world purchase of an item or serviceassociated with the sponsor/advertiser 140, business 150 or other entityto trigger access to virtual items, enhanced powers, or otherenhancement in the virtual world. The commercial game feature module 114can analyze the request and update game data stored in the game database115. To obtain or unlock the enhanced powers virtual items, or theenhancements, a player will have to purchase the product or servicelinked with the enhanced power or item. After the player makes thepurchase, the game server 110 can be notified of the purchase.

In one implementation, the player can input a code associated with thepurchase of the item or service in a user interface associated with theparallel reality game. The code can be transmitted over the network 130to the game server 110, which the game server 110 uses to unlock theenhancements for the player. In addition or in the alternative, thesponsor/advertiser 140, business 150 or other entity can notify the gameserver 110 of the purchase.

Once the game server 110 is notified of the purchase, the game server110 can modify the game data stored in the game database 115 to providethe player making the real world purchase enhanced powers, virtualitems, access to hidden areas, or other game features of value to theplayer. In this manner, the player is encouraged to participate incommercial activity in the real world in order to advance in the virtualworld.

Another exemplary game feature linked with commercial activity in thereal world involves the dispensing of rewards suitable for commercialtransactions in the real world to players of the parallel reality gamefor certain achievements or game objectives within the parallel realitygame. For instance, the game server 110 can implement a rewards modulethat tracks player progress and/or achievement in the parallel realitygame. Upon the achievement of certain goals or the accomplishment ofcertain game objectives, the rewards module can provide the player witha reward suitable for use in a commercial transaction in the real world.

For example, referring to FIG. 1, a sponsor/advertiser 140, business150, or other entity can provide request data over the network 130 tothe game server requesting that the rewards module distribute a couponor voucher to players that achieve a predetermined game objective orachievement. The rewards module can monitor player progress in theparallel reality game and provide the coupon or voucher to the playerupon completing a game objective or other achievement. The coupon orother voucher can be used by the player as part of a real worldcommercial transaction. The coupon or other voucher provides a realworld item that is of value to both the player and the business or otherentity based on actions that occur in the virtual world. As a result,the link between the virtual world and the real world is enhanced suchthat actions in the virtual world can lead to rewards and increasedcommercial activity in the real world.

Another exemplary game feature linked with commercial activity in thereal world can include the tagging or branding of virtual elementsand/or virtual locations in the virtual world with brands/advertisementsassociated with a business or other entity in the real world. Forexample, a business or other entity can pay or arrange for certainbrands or advertisements to be displayed in connection with virtualelements or virtual locations in the virtual world.

For example, referring to FIG. 1, a sponsor/advertiser 140, business150, or other entity can provide request data over the network 130 tothe game server requesting that particular virtual items in the virtualworld be tagged or branded with a logo or other indicia associated withthe sponsor/advertiser 140, business, 150, or other entity. Thecommercial game feature module 114 can analyze the request and updategame data such that certain virtual elements are tagged or branded inthe virtual world. As players navigate the virtual world by traveling inthe real world, players are exposed to the branding and/or advertisingassociated with tagged or branded virtual items in the virtual world atlocations where the brand or advertising may not typically be availableor visible in the real world. As a result, the exposure of the businessor other entity to players of the parallel reality game can beincreased, potentially leading to increased commercial activity in thereal world.

Linking Data Collection Activity with Parallel Reality Game

Information in the real world is constantly changing. Collection of dataassociated with the real world has many applications. For instance,updated data about the real world can be used to enhance or enrich dataavailable online or in other platforms about real world locations,objects, features, and other information. A parallel reality game havinga virtual world that parallels the real world can be used to help gatherinformation about the changing real world.

FIG. 6 depicts a flow diagram of a method (600) for linking datacollection activity in the real world with a parallel reality gameaccording to an exemplary embodiment of the present disclosure. Theexemplary method (600) can be implemented using any suitable computingdevice(s), such as the game server 110 of FIG. 1. In addition, althoughFIG. 6 depicts steps performed in a particular order for purposes ofillustration and discussion, the methods discussed herein are notlimited to any particular order or arrangement. One skilled in the art,using the disclosures provided herein, will appreciate that varioussteps of the methods disclosed herein can be omitted, rearranged,combined, and/or adapted in various ways without deviating from thescope of the present disclosure.

At (602), the method includes hosting the parallel reality game for aplurality of client devices. For instance, the game server 110 can hostthe parallel reality game for a plurality of client devices 120 over thenetwork 130. Players can access the parallel reality game bycommunicating with the game server 110 over the network 130 via one ormore client devices 120. At (604), the method includes modifying gamedata associated with the parallel reality game to include a game featurelinked with a data collection activity in the real world. For instance,the data collation module 116 can manage game data stored in the gamedatabase 115 such that certain game features linked with data collectionactivity are included in the parallel reality game. A game featurelinked with data collection activity in the real world can be any gamefeature that can directly and/or indirectly lead to the collection ofdata about real world objects, features, or other information associatedwith the real world.

An exemplary game feature directly linked with data collection activitycan include a game objective or task in the virtual world that involvesacquiring information about the real world and providing thisinformation as a condition for completion of the game objective. Forexample, a game objective associated with a virtual element can requirea player to take a photo of a particular landmark, art object, storefront, or other feature located in the real world at a location in thereal world corresponding to the location of the virtual element. Inreturn for completing the game objective, the player can receive asuitable reward, such as a virtual reward suitable for use in thevirtual world or a reward suitable for use in the real world. Forinstance, the reward can be in the form of virtual items/energy/currencyor other virtual elements. The virtual reward can also include enablingsome element of game play (e.g. hidden tasks/items, power ups, etc.)that may not be available to other players that do not interact with thegame feature.

An exemplary game feature indirectly linked with data collectionactivity can include placing virtual elements at particular locations inthe virtual world so that actions players take to interact with thevirtual elements indirectly reveal information about the real world. Forinstance, one could place a virtual element in a park or hiking area.The game system could then track player movements in the park or hikingarea as part of the parallel reality game to allow the player tonavigate the virtual world. By tracking the players correspondingmovements in the real world as the players navigate the virtual world,information about the location of traversable paths in an the area canbe collected. In addition, rate of movement of players in a particulararea and/or the altitude of players can be monitored to infer terraininformation associated with an area in the real world.

At (606), the method includes serving the parallel reality gameincluding the game feature to one or more client devices used by playersof the parallel reality game. For instance, the game server 110 canprovide game data associated with the game feature to client devices 120over the network 130. At (608), the method includes receiving datacollected by players pursuant to the data collection activity in thereal world. For instance, the game server 110 can receive data collectedassociated with a real world object pursuant to a game object or taskwithin the parallel reality game. The collected data can include aphotograph, a sound recording, textual information, or other datacollected by the player, such as the locations of WiFi hotspots orBluetooth connections.

According to one particular implementation, the collected data can beposition information associated with the player tracked by the gameserver 110 as the player interacts with the game feature. For instance,the game feature linked with the data collection activity can includeplacement of a virtual element at a specific location in the virtualworld. The game server 110 can monitor a user's position in the realworld as the user navigates the real world to travel to thecorresponding location of the virtual element in the virtual world. Thisposition information can be used to infer characteristics of the realworld, such as the location of traversable paths in the real world,terrain information, location of specific object in the real world, andother information.

After receiving the data, the method can include modifying (e.g.updating, enriching, adding to, or other suitable modification) dataassociated with the real world based on the collected data (610). Forexample, the data collected by the player pursuant to the datacollection activity can be used to update information about real worldobjects, features, locations for later access by various platforms, suchas online search engines, encyclopedias, geographic information systems(e.g. map information systems, virtual globe information systems), etc.

As multiple players interact with the game feature linked to datacollection activity in the real world, the accuracy of the datacollected can be increased. For example, if multiple players take aphotograph of an art object from multiple different angles, thephotographs can be used to generate a three dimensional and/or panoramicview of the art object.

In addition, by knowing a player's location in the real world at thetime of the data collection action, position data can be associated withthe collected data to further enrich the collected data. For example, ifN players provide a photograph of an art object at a geographic positionhaving longitude X, latitude Y and one player provides a photograph ofthe art object at a different geographic position of longitude Z,latitude W, it can be determined, for instance by the game server 110 orother computing device, that the actual location of the art object isnear X, Y and not near Z, W.

One exemplary application of the modified real world data includesupdating data associated with the parallel reality game, such as datastored in the game database 115. In particular, data in the gamedatabase associated with real world objects linked to virtual featurescan be enriched based on data collected pursuant to the data collectionactivity. In this manner, the parallel reality game can be made to moreclosely conform to changing real world conditions as identified by datacollection activities linked to game features in the parallel realitygame. By providing a method for enriching game data associated with realworld, the link between the real and the virtual world can be improved,providing an enhanced parallel reality for the parallel reality game.

While the present subject matter has been described in detail withrespect to specific exemplary embodiments and methods thereof, it willbe appreciated that those skilled in the art, upon attaining anunderstanding of the foregoing may readily produce alterations to,variations of, and equivalents to such embodiments. Accordingly, thescope of the present disclosure is by way of example rather than by wayof limitation, and the subject disclosure does not preclude inclusion ofsuch modifications, variations and/or additions to the present subjectmatter as would be readily apparent to one of ordinary skill in the art.

What is claimed is:
 1. A computer-implemented method comprising:hosting, at a game server, a parallel reality game, the parallel realitygame having a virtual world with a geography that parallels at least aportion of the geography of the real world such that players cannavigate the virtual world by moving to different locations in the realworld; transmitting, by the game server to a client device of a playerof the parallel reality game, game data indicating that a virtualelement is at a virtual location in the virtual world that correspondsto a first location in the real world, the client device located at asecond location in the real world different than the first location;receiving, by the game server, position information of the client deviceas the player travels from the second location to the first location toperform a game objective of the parallel reality game; responsive to theplayer interacting with the virtual element, receiving, from the clientdevice, a picture captured by the player via the client device; creatingan assembled media item by combining the received picture with at leastone additional picture captured by another player at the first location;updating, in a game database of the parallel reality game, game dataassociated with the virtual element at the virtual locationcorresponding to the first location in the real world to include theassembled media item; and providing, by the game server to a secondclient device of a second player of the parallel reality game, theupdated game data about the virtual element of the virtual world.
 2. Themethod of claim 1, further comprising: providing a reward to the playerbased on the player reaching the first location.
 3. The method of claim1, wherein the assembled media item is a three dimensional image.
 4. Themethod of claim 1, wherein the assembled media item is a panoramicimage.
 5. A non-transitory computer-readable medium storingcomputer-executable instructions which when executed by one or morecomputer processors cause the one or more computer processors to performoperations comprising: hosting, at a game server, a parallel realitygame, the parallel reality game having a virtual world with a geographythat parallels at least a portion of the geography of the real worldsuch that players can navigate the virtual world by moving to differentlocations in the real world; transmitting, by the game server to aclient device of a player of the parallel reality game, game dataindicating that a virtual element is at a virtual location in thevirtual world that corresponds to a first location in the real world,the client device located at a second location in the real worlddifferent than the first location; receiving, by the game server,position information of the client device as the player travels from thesecond location to the first location to perform a game objective of theparallel reality game; responsive to the player interacting with thevirtual element, receiving, from the client device, a picture capturedby the player via the client device; creating an assembled media item bycombining the received picture with at least one additional picturecaptured by another player at the first location; updating, in a gamedatabase of the parallel reality game, game data associated with thevirtual element at the virtual location corresponding to the firstlocation in the real world to include the assembled media item; andproviding, by the game server to a second client device of a secondplayer of the parallel reality game, the updated data about the virtualelement of the virtual world.
 6. The computer-readable medium of claim5, wherein the virtual world includes at least one of the first locationand the second location.
 7. The computer-readable medium of claim 5,wherein the computer-executable instructions further cause the one ormore computer processors to perform operations comprising: providing areward to the player based on the player reaching the first location. 8.The method of claim 5, wherein the assembled media item is a threedimensional image.
 9. The method of claim 5, wherein the assembled mediaitem is a panoramic image.